SavefilesThere are up to 11 savefiles; number 01 to 10 are your
savegames, while number 00 is the start game. When saving a game,
it will be saved one time in the Save.XX directory in
JH-encrypted form and another time unencrypted in the main
directory Amberfiles, except the Party_char.sav that will be
encrypted as well. So you can change the save file in the main
directory and copy it back into a Save.XX to change files,
without having to deal with encryption. In fact, the game doesn't
seem to care in any case if a file is encrypted or not, it merely
has to contain the right entry data.

Automap.amb

Exploration of 3D maps

Chest_data.amb

Content of chests

Merchant_data.amb

Content of merchants

Party_char.amb

Data of all characters that can join your party

Party_char.sav

Everything not contained above (switches, triggers,
special items in use etc.)

Each entry contains a list of strings.
There are some commands to alter appearance and display
context-specific data:

"

Starts or ends a passage of spoken text (displayed
white)

^

Paragraph

~RUN1~

Starts rune-written part

~NORM~

Ends rune-written part

~SELF~

Name of player character

~LEAD~

Name of selected party leader

0x00 (hex 0)

End of string

The map texts are displayed
at specific events at the maps. Every entry corresponds to a part
of a main map (Lyramion, Forest Moon, Desert Moon) or a 2D map or
a 3D map. They're divided into three files, probably to avoid
disk changes. NPC and party texts represent the conversations,
similarly connected to the NPCs/ partymembers found in their
files. The object texts are displayed when using items (books,
scrolls); they don't seem to be in some particular order.

Place_data
Consists of a part with number data and a string part. The
strings are the names of stores, training rooms or inns, each
limited to a length of 30 characters. The first part most
probably specificates the function of those places (type,
picture, price factor at stores, price at trainers etc.) in 32
bytes for each place.

Monster_groups.amb
Contains 100 subfiles for the monster formations. Each has a size
of 36 bytes, directly representing the formation. Every short int
represents a monster (>0) or an empty field (0).

Char data
(Party_char.amb, NPC_char.amb, Monster_char_data.amb)Every entry contains data to a character or monster,
such as class, hitpoints, resistances, references to spells, the
inventory and so on. The monsters do have some extra data at the
end, most probably describing the frames of their animation in
battles.